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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 03:02 PM   #97
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
Basically, I tasked the team with moving as much of our tunables to our slider system as possible because we now have the ability to tweak our default slider set post-ship with a roster update. This is especially helpful if we want to have offline be different than online (we can tweak Park differently from ProAM or Play Now Online, etc.)

So for example...

We used to have these shot tables that gave the human or CPU shot % boosts or penalties that the end user couldn't access. Those were merged into the Close/Med/3PT sliders.

There were tunables for thresholds for the allowable distances/angles we triggered 2P body ups. Those became a new Body Up Sensitivity slider.

Live ball was something that we could only tweak through patches last year. This year, there's a Ball Security slider. The higher it is, the less "live" the ball will be to incidental collisions. But if that slider is really low, you'll see the ball colliding more when it glances off of body parts.
AWESOME. That means that patches that try to fix online cheesing wont affect offline balances.
The game was nicely balanced out of the box last year imo. Patches messed with it a bit.
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Old 09-01-2016, 03:02 PM   #98
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by GSW
Does it take a couple seconds to get to "full speed" when sprinting or do players still go from stand still to full sprint when hitting sprint button or transitioning from turning around after losing the ball?
Good question, I really hope this is addressed. It took too long to go from stand still to full sprint.

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Old 09-01-2016, 03:03 PM   #99
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by GSW
Does it take a couple seconds to get to "full speed" when sprinting or do players still go from stand still to full sprint when hitting sprint button or transitioning from turning around after losing the ball?
I disagree with this. Players felt sluggish in 2k16 to me.
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Old 09-01-2016, 03:04 PM   #100
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by LorenzoDC
Speaking of that left thumb stick directional input, I sometimes wonder at what point in the movement of the stick the game accepts directional input.

For example, if the input sensitivity is high twitch, then just landing the thumb on the stick before consciously inputting direction could lead to a "false" input.

If, on the other hand, the input only triggers when the stick achieves a certain level of "tilt" or deviation from dead up center, then there's less chance of input "error" from the user POV. But from a game play POV there may be more input lag and delay, leading to slight game play disruption.

So just out of curiosity, Mike, how does that work? For myself, I've sometimes experienced what felt like near 180 degree directional pass errors when I can literally see that my thumb ends up on the out rim of the stick circle in my intended direction. I sometimes wonder if the scenario I described may be the cause.

Thanks.
We account for dead zone and filter out false inputs. So like you're saying, there's a min. threshold you have to deflect the stick before we count it as valid. And I believe we read the left stick at the moment the pass command comes through.

If you're getting a guy in the complete opposite direction you deflected the stick. Chances are the desired receiver was an invalid target (maybe standing out of bounds or in some locked state) or the left stick input was late. Pass targeting is complex though... could just be a bug.
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Old 09-01-2016, 03:07 PM   #101
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
Directional pass targeting is very complex. Some people are often way more off with their left stick aiming than they think. Others want the system to be more "intelligent" and bias toward open teammates. The new sliders give you the ability to set the weighting exactly the way you want.

Direction = how much we weight the literal direction of where you're pointing the left stick

Openness = how much we weight the openness of the receivers in the general vicinity of where you're pointing (you'd want this higher to always get the roll man for example)

Distance = how much we weight toward always picking the closer teammates. this is good if you tend to get unwanted skip passes.
This is intense. The work you guys put in is superhuman.
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Old 09-01-2016, 03:08 PM   #102
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by stillfeelme
Yeah I have question to follow up on this do you have to time the double clutch? I am talking the mid air change shot.
No. We throw out the timing bonus/penalty on midair changed shots.
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Old 09-01-2016, 03:09 PM   #103
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Mike can you explain the shot creator a little more? What do you mean by deciding how multiple releases are blended? Thanks
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Old 09-01-2016, 03:13 PM   #104
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by stillfeelme
Mike with all the changes in difficulty between user and CPU what is the game tuned for still SS?
I don't like answering this question because our userbase has grown and is so diverse. Some people will find they can get realistic stats and game outcomes on Pro, some Superstar, etc.

Rookie is definitely designed for kids or people brand new to the series.

I would say, generally speaking, Pro is easier than it was last year.

2K vets should probably at least start on All-Star or Superstar.

Hall of Fame this year, by Da Czar's request, is actually tuned almost identically to Superstar but ACE is cranked up on both the offensive and defensive AI side so that's where the increased challenge comes from.
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